Skeetendo

’Cause all games were better on the GBC

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#26 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 19/452

Re: Pokémon Gold & Silver Tileset Extension


Ah well. As long as it works, no sense in changing it ya know? haha. But yeah, that fixed the problem right up, and I haven't noticed any other bugs, just the fact that when the screen fills with black for a battle, the screen parts over the extended tiles will with white, but that's no big deal. I can live with that. Much better than the sprites disapearing/ tiles being replaced with the font/other ridiculous bugs that come with HyperHacker or MeanMrMustard's hacks.

Argh! See, that's stuff I need to know  ;)
I forgot that stuff like that happens lol! Will be fixed asap.

cYa,

Tauwasser

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#27 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 157/3,578

Re: Pokémon Gold & Silver Tileset Extension

Good deal. I tested it to see if any of the known bugs from the other hacks happen, and I haven't seen them do it, so that's a good sign. Like I say, the only one I've seen is the one I mentioned about it filling with white on those tiles. Good job mate! Lookin forward to the next release when that will be fixed as well

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#28 1970-01-01 00:33:30

koolboyman
Member
Registered: 2010-10-16
Post 8/203

Re: Pokémon Gold & Silver Tileset Extension

This is looking pretty good.  I think I'll use it for Prism once this is officially declared "Glitchless" 

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#29 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 20/452

Re: Pokémon Gold & Silver Tileset Extension

Ok. The battle intro bugs should be fixed. Tiles will now be loaded to the right spots in RAM and palettes will be correctly assigned for both VRAMs' tiles.

See first post for all info.

cYa,

Tauwasser

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#30 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 159/3,578

Re: Pokémon Gold & Silver Tileset Extension

Awesome! I'll try it out and let you know if I spot anything else.

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#31 1970-01-01 00:33:30

Melash
Member
Registered: 2010-10-16
Post 29/132

Re: Pokémon Gold & Silver Tileset Extension

Glad to see that small little gltich fixed. This is much better than any other tileset extension hacks, I will also be trying and testing this out when I get a bit of time.

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#32 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 166/3,578

Re: Pokémon Gold & Silver Tileset Extension

Well, I've spotted what appears to be a new bug. While it fixes the blocks not loading, I've also noticed that after a trainer battle, one of the tiles in the tileset will continually get a line of garbage pixels across the top row, which remains when changing to a new tileset. I'm not sure what would cause this, and I guess this is always a possibility that I accidentally corrupted it somehow, but it would be worth looking into. the tile in question is the first tile in row 3, which you can easily see by applying the patch, having a trainer battle, and going back to Elm's lab and looking at the window.

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#33 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 21/452

Re: Pokémon Gold & Silver Tileset Extension


[A]fter a trainer battle, one of the tiles in the tileset will continually get a line of garbage pixels across the top row, which remains when changing to a new tileset. I'm not sure what would cause this, and I guess this is always a possibility that I accidentally corrupted it somehow, but it would be worth looking into. the tile in question is the first tile in row 3, which you can easily see by applying the patch, having a trainer battle, and going back to Elm's lab and looking at the window.

Checked it out, not happening for me... Also, tilesets are reloaded every time a map is changed (by warp, warpless stay the same obviously), so it would actually take some real effort to produce this error.
The only thing I can think of is that there is a random dma transfer taking place after loading a tileset, every time. Can you please try with a clean rom and report if it still happens?

cYa,

Tauwasser

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#34 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 167/3,578

Re: Pokémon Gold & Silver Tileset Extension

I'll try it again with a clean rom and see. And yeah, I know they are reloaded each time, which is why I was confused that it was affecting all tilesets. Anyway I'll let you know how it turns out.

Edit: Tried it again, not showing up now. Good deal.

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#35 1970-01-01 00:33:30

Melash
Member
Registered: 2010-10-16
Post 40/132

Re: Pokémon Gold & Silver Tileset Extension

I seem to be having some problems with this. I'm getting all of the tiles to load properly, but I can't seem to get the last two rows to actually load on the map itself. I'm using a Crysmap edit so I can actually edit maps and see the tiles. Whenever I place any of tiles in the last two rows on a map, they don't load. They actually load other tiles. (sometimes blank or font tiles)

I know I have all of the palettes correct. I've also gone through with a hex editor to confirm that the block data is correct, and it seems to be that way. Not sure what the problem is here.

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#36 1970-01-01 00:33:30

jaydenp95
Member
Registered: 2010-10-16
Post 8/79

Re: Pokémon Gold & Silver Tileset Extension

i would like to use this but i have no idea on how to insert this into the game  ☹

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#37 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 28/452

Re: Pokémon Gold & Silver Tileset Extension


I seem to be having some problems with this. I'm getting all of the tiles to load properly, but I can't seem to get the last two rows to actually load on the map itself.

Are we speaking about the "last two rows" in vram or in the tileset itself? This is not a 256 tile extension, just a 192 tile extension, because of the way menus work in Gold [it looks for tiles 0x60 regardless of VRAM and assigns palette 0x07 to them].

I'm guessing you ran into this problem. Also, I think I only had enough room in RAM to safely decompress 192 tiles (because I don't know where the decompression buffer ends...).


i would like to use this but i have no idea on how to insert this into the game  ☹

For general instructions on how to use IPS patches, please visit RHDN and look into it's newbie FAQ section.

cYa,

Tauwasser

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#38 1970-01-01 00:33:30

Melash
Member
Registered: 2010-10-16
Post 43/132

Re: Pokémon Gold & Silver Tileset Extension


Are we speaking about the "last two rows" in vram or in the tileset itself? This is not a 256 tile extension, just a 192 tile extension, because of the way menus work in Gold [it looks for tiles 0x60 regardless of VRAM and assigns palette 0x07 to them].

I'm guessing you ran into this problem. Also, I think I only had enough room in RAM to safely decompress 192 tiles (because I don't know where the decompression buffer ends...).

I'm using 192 tiles. They all load perfectly fine in the VRAM, it's just on the map that they fail to load.

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#39 1970-01-01 00:33:30

jaydenp95
Member
Registered: 2010-10-16
Post 11/79

Re: Pokémon Gold & Silver Tileset Extension

oh its just a general IPS patch, oh i can do that  :D thanks

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#40 1970-01-01 00:33:30

Tauwasser
Member
Registered: 2010-10-16
Post 29/452

Re: Pokémon Gold & Silver Tileset Extension


I'm using 192 tiles. They all load perfectly fine in the VRAM, it's just on the map that they fail to load.

Hmm, can you send me an ips patch along with what rom and what version of it (if applicable) you're using? Can't really say what's going wrong, because it worked last time I checked with my stuff.

cYa,

Tauwasser

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#41 1970-01-01 00:33:30

Melash
Member
Registered: 2010-10-16
Post 44/132

Re: Pokémon Gold & Silver Tileset Extension

All right, I'll PM you that in a bit.

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#42 2011-08-22 20:32:32

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 126/161

Re: Pokémon Gold & Silver Tileset Extension

Its been a while since I have been back to hacking but I don't remember, did this extension have a file attached?

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#43 2011-08-22 22:20:57

Tauwasser
Member
Registered: 2010-10-16
Post 173/452

Re: Pokémon Gold & Silver Tileset Extension

It did. I think it might have walked the plank when the board moved.

It's uploaded on my site, though: https://sites.google.com/site/tauwasser … lesetEx.7z

cYa,

Tauwasser

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#44 2011-08-23 03:12:08

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 128/161

Re: Pokémon Gold & Silver Tileset Extension

I'm looking forward to using this but I do not see a post explaining how to insert and use the extended tiles.

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#45 2011-08-23 17:19:50

Tauwasser
Member
Registered: 2010-10-16
Post 175/452

Re: Pokémon Gold & Silver Tileset Extension

You insert them just like any other graphics. You then use them the same way that crystal uses them, I explained that in an extra post somewhere, I think.
So basically, if you look up some info for crystal, you will find out how this works, naturally.

cYa,

Tauwasser

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#46 2011-08-23 21:23:35

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 129/161

Re: Pokémon Gold & Silver Tileset Extension

With a gfx inserter? Do I draw the blocks that i use to put on the map also?

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#47 2011-08-25 17:01:59

Tauwasser
Member
Registered: 2010-10-16
Post 179/452

Re: Pokémon Gold & Silver Tileset Extension

The blocks are made up from individual 8x8 px tiles. You only design the tileset, then insert it. It can be oversize, meaning it can be a full 128x96 px.

cYa,

Tauwasser

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#48 2011-08-27 16:56:25

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 131/161

Re: Pokémon Gold & Silver Tileset Extension

Oh wait a secsnd, I thought this was one of those 256 tile hacks like in Prism.

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#49 2011-08-27 21:20:08

Tauwasser
Member
Registered: 2010-10-16
Post 185/452

Re: Pokémon Gold & Silver Tileset Extension

It is. Tiles 0x00―0x5F are usually taken by your tileset. VRAM0 tiles 0x60―0x7F are usually the menu graphics (borders, cellphone symbol etc.). This patch adds the possibility to have tileset parts in VRAM1 tiles 0x00―0x5F, just like crystal. So this patch allows for 0xC0 tiles instead of the usual 0x60 tiles.

cYa,

Tauwasser

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#50 2011-08-28 09:59:23

Ben
Member
From: South Korea
Registered: 2010-10-16
Post 136/161

Re: Pokémon Gold & Silver Tileset Extension

How do I access the extra 192 blocks so I can place them on the map?

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